The sun "rose" to two before the first card and then stayed there for 14! cards. (About halfway the battle)

Frostberg opened with heavy attacks on the Imphal side, clearing the two towns of my infantries and marching on towards my baseline. Lots of units of both sides out in the open on that flank. The score 2-1 for Frostberg. It's card 14 and we briefly move into the middle section over the next cards we battle it out in the middle and Imphal flank. (I also manage to snag a Japanese infantry standing outside Kohima.

When the dust clears, I have secured the Imphal flank (one lonely Japanese man still standing on his baseline) and the score is 8-5 to me. I only have to take two objectives and the race is run. We start battling around Kohima and I try to maneuver my units to take two objectives, but Frostberg sees through my evil plan and occupies any objective I can reach.

No matter, I firefight: the lonely guy on the Imphal flank gets it and I reduce another infantry in the bunker on the hill to one figure. The final blow is struck a turn later when I play my Barrage (That I got in the first hand and had for the whole match. I kill the lonely guy for 10-8. (Objectives are for losers )

Percentagewise Frostberg leads with 47% on infantry where I score only 34% and 55% on armor where I score only 40%. But the difference is in the dice this time Frostberg throws 66 versus me 106 dice.

A very good match on one of my favorite LooneyLlama maps. Here you really have to think because there is often no line of sight some units take at least two turns before they can engage and the Allied tanks move only two hexes (If they don't run into some terrain first )

Lots of action. Each side ordered 3 or more units on all but 2 turns. In the middle game, I was well enough positioned on the right that the Japanese didn't dare to advance forcefully.

Then, the battle turned in our favor, as I assaulted in the center (6 units, 2 kills), played TFH (5 orders, 2 kills), and Firefight (1 kill) -- while losing only 2 units during that period. Then, beginning on turn 21, when I was leading 6-5, I scored 3 unanswered kills in my next two turns. After that, I was able to march an infantry into Kohima for the final victory.

We played a rematch, where the Brits tore through my left flank unopposed (7 kills without losing a unit), and my Japanese tore through the British left flank until I ran out of cards (4 kills and a medal). Clorofila's Brits won that one, 10-8, 36-29.

Clorofila played two excellent games, even though his dice in the first one weren't working well.

As this round was a draw, no vile propaganda card from either side, but instead a propaganda ploy by the Japanese that went well for a while but kind of backfired for them in the end. So a little bit in it for both sides reflecting the 5 to 5 score.

One of Japan's more successful propaganda ploys of World War II was the establishment of the "Greater East Asia Co-Prosperity Sphere."; This was supposed to link all of Asia together economically, with Japan as the center. It was intended to undermine mainly American but also British, French and Dutch colonial control over much of East Asia. In other words, "Asia for the Asians."; On its propaganda postcards, Japanese Soldiers were depicted as benevolent friends, kind to children and adored in return. Folksy postcards like this, issued with rations, served two purposes. They were intended to allow the busy soldier to quickly communicate with loved ones back home simply drawing or pasting his facial picture on the card as well as pointing out the success of the Co-Prosperity sphere.

In the beginning many natives were pleased to see the Japanese arrive after their force quickly took control of the Philippines, Malaya, Indochina, and the Dutch East Indies, to mention only a few. But the brutality of their military reign proved even harder than the colonial empires it had replaced. The Co-Prosperity Sphere did serve one useful purpose: It enabled most of the countries in East Asia to gain total independence following the war.

These two cards are among the better examples of how the Japanese promoted the Co-Prosperity Sphere. The first says,"Please draw the face" And shows a Japanese soldier holding two children from newly conquered islands while two more cling to its trousers in a show of great affection. Among the captured areas at this time, in the early 1940s, were Burma, French Indochina (Vietnam), the Dutch East Indies (Indonesia), Malaya, and Singapore. Therefore this card could be used in any of these countries.

The second card titled "Japan is Friendly" shows a Japanese soldier shaking hands with a native and saying, "The Japanese Army will be rebuilding the country." The local resident replies, "Thank You, We are going to help," while the young boy approaching with the melon says, "Please eat these." While the Co-Prosperity Sphere was well received at first, the well-documented brutality of the Japanese occupiers, added to the false promise of economic improvements, doomed it to failure. Late in the War, when the tide of victory had turned against Japan, Allied leaflets ridiculed the idea, referring to it as the "Co-Poverty Sphere."

source: Propaganda postcards of World War II by Ron Menchine (ISBN: 1-58221-024-1)

Thanks again, just last week, watched the Steven Spielberg movie "Empire of the Sun" with a very young Christian Bale, obviously pre-Batman, The Dark Knight!! Excellent movie by the way and reminded me of your GEAC-PS theory.

Now, I am that much wiser thanks to your history lesson, but that knowledge will be wasted on my play!! LOL!!

25-25, doesn't getting any tighter with the enemy!! Continued success to all and yes, congrats to our leader Geoff and to Buidheo on the other side on their leading the way.

The pattern is the same for the Axis nations in both Asia and Europe where the invaders were welcomed as liberators at first then as unwelcome brutal occupiers they did not learn from history and tried to rule with an iron fist..

Well, as luck would have it, I ran into Antoi on line today and we played our scenario. I like the scenario, it is quite interesting. But it seems that the allies have a disadvantage. Too many of them to shoot at.

There was a lot of action on the American left, which was fortunate for the axis, since they seemed to have only one useful section leader during the fight, and it was their right. But still, the Japs lost 3 units right at the start.

After clearing up the Jap right, the Americans pushed into the centre. Slowly, the Japs started to pick off the American tanks.

Action swirled around the centre, with the right flank Japanese commander having to pick away at the side of the attack. A massive DHQ attack from the Americans took another three units but the Japanese right held. The Americans tried to push their infantry into the centre, with a furious fight around the right flank Jap gun. A barrage finished it off, but the Japs used that to call in their own counter attack barrage to take the final medal. Close fought game.

Axis (Buidheo) vs. Allies (Antoi) 8-7 18-28 figures

When the board was flipped around, the end result, a Jap win, was the same.

I'm pleased to announce that the Allies have won a battle at Tarawa Atoll. I met Artimon today and the allies won 9-4.

My hand and dice were quite impressive. I started with two Assault Center cards, BEL, Close Assault (which I never used) and probe center.

I first played my two assault middle cards to get into position. The BEL allowed me to escape with two units after taking out an infantry. Meanwhile, the Japanese infantry had moved forward on the left and right and eliminated some units who were having trouble getting out of the water. I countered both of these moves with cards on those flanks to get three medals. A full scale advance on the left picked up the remaining medals for the win.

Always great to play with Artimon, who is a fine opponent. Best of luck to the rest of my allied team in this round!

Unfortunately for John, it was a dice story. I finished with 8/14 on armor, 57%, and 26/44 on inf, 59%... While John had average dice : 22/44 inf, 50%, 3/8 armor, 38%. And it made a real difference. Anytime he came to attack, and seemingly had made the difference or placed his troops well, dice came to my help. In the beginning when I ambushed a 2 figure armor and killed it. Once on my right, with the complete destruction of a full armor, with four dices, armor which was about to catch a plane , which allowed me to also finish (2/2) the infantery going for the same plane. And finally another I had with 5/5 dice on the other flank....

The least I can say is it must have been frustrating, because he was dominating the game. But he was very calm and fair-play about it all, and thank you for that .

We played the rematch, actually before the one above cause we forgot to swich sides (probably my mistake ). It was much fun, and John won it, 8-6, despite losing on my first turn his arty on the hill thx to an effective barrage. But I never manage to take advantage of it and he went slowly but steadily towards victory.http://www.daysofwonder.com/memoir44-online/fr/battle/?id=38 592380

Many thanks for the nice battles , and good luck for the rest of the tournament !

Well, the Allies have responded with a win. Clorofila and I battled it out to the bitter end. It went down to the final turn where an infantry assault put me in position to roll 1 die against a single inf. figure for the win, 9-7. This was a very enjoyable match as Andre is a very good player. I was able to toss 69 dice to his 55 though my hit % was only 41%. Capturing the permanent objective helped.

Well, the Allies have responded with a win. Clorofila and I battled it out to the bitter end. It went down to the final turn where an infantry assault put me in position to roll 1 die against a single inf. figure for the win, 9-7. This was a very enjoyable match as Andre is a very good player. I was able to toss 69 dice to his 55 though my hit % was only 41%. Capturing the permanent objective helped.

Once again, after my battle with Kellogs_10 on 11-24-13, a 9-2 ALLIES victory, things are even this round 3-3.

Started the game with Recon 1 Left, Probe 2 Right, Recon 1 RIght, Attack 3 Right and the BIGGIE, BEL. I knew RIGHT away which side I was going to EXIT my weary warriors.

Ironically, played Recon 1 LEFT 1st and drew DFHQ and up the RIGHT I went in an attempt to position my troops, for what would turn out to be, in this case, EXIT STAGE RIGHT, opposite of how one normally exits the stage!!

On turn 7, made my move and inflicted some damage on 2 of his units and off the field of battle I went and jumped up 2-0.

After this, continued to draw good cards, he attacked from distance, I tried to reduce his extra dice attacks from distance as well, we both had limited success in attacking, I killed a 3rd with an AMBUSH on RIGHT and just eventually wore him down in the 29 turn affair on RIGHT and LEFT flanks due to my good cards and him never really being able to attack in close quarters and possibly using the extra dice and of course his missing some as well.

Dice overall were 23-63=44% for me and 22-60=37% for him, close in total, but my 2 exits and slightly better dice lead to me winning.

Thanks Inspirational Leader!!! Just trying to following in your footsteps and stay out front!! Just my good fortune to have gotten the better of Kellogs_10 twice so far in our 2 meetings, very good player and has gone my way.

Go Allies! We're 3-3 over halfway through the round, and this battle should be a slam dunk for the Axis. I'm sure they are running scared -- too bad we can't see the frantic emails they are sending back and forth! They are quaking before our combined strength!!!

Only 3 matches left to go in round 6. I guess a lot of you thought it was going to be a cakewalk for the Axis. It is now 4-3 Allies. In designing this one, I thought it would turn out fairly even. The overwhelming Allied numbers with Gung Ho and the 5-4 edge in cards can overcome the fewer medals, Banzai charges, and artillery from the Axis. What I haven't seen from the Axis in the games so far is much use of the caves. I think they could have played a pivotal role in thwarting an Allied push in a section. No matter how much you anticipate your opponents next move those pesky cave moves can be surprising.

My opening hand contained three Center cards (including two Recons), Barrage, and Infantry Assault -- not much for the flanks. The Japanese came out punching against my left flank, and scored two kills there within their first three turns. Fortunately, they only charged out a single unit there, and a few turns later only a single unit against my right flank. I was so busy fending off these invaders on the flanks that I didn't have a chance to get rid of my first Recon Center until my 6th turn, and I couldn't get to the other one until my 11th turn.

A turning point came on my 7th turn, when I Counter-Attacked a Japanese 2-2-2 and got two kills -- and in response, the Japanese whiffed with 5d against my engineers. I then followed with three consecutive Right cards, which bagged three enemy units while costing only two of mine. After my 10th turn, the score stood at 7-5.

After that, I began an incursion toward my left flank. Though I lost a tank, I finished off one of the defending infantries and weakened the other to a single figure, and then my Infantry Assault too the airfield to clinch the win.